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I don't recall being irritated by you, but don't sweat it either way.
Yeah downloading every race (there are so many!) and extracting their data is a big job. After having the data though, making patches for more races is a cut-paste-replace operation. Very easy.
So if you want to make a patch for your favorite races, I can show you how easily enough. Actually that'd be better to make a thread about.
I can understand not wanting to do them, though. I know that I wouldn't.
Anyways, I'm sorry if I irritated you, bk3000. You have already put a lot of effort into the mods of this game.
Anyways, sorry about my endless rambling. Have a good day.
-Everis
-Draconis
-and Nightar
I'm not in charge of any race mods. That's on their race's authors. I just did what would be necessary to have their race have a ship within the shipyard so that users of their mod have another option. That's the full extend of my support.
And to be clear, I didn't do some full audit of these races. I simply looked at the ship related files. Also I'm aware that I'm overdue to look at the current selection of race mods, as many have been introduced since.
But the original Neko race was covered by this, so I added "Neko Alternate" too. It just makes sense.
@Wanderers author
Never getting this again.
No you won't find their ships. The shipyard is indeed a ship replacer... that happens to include a lot of ships. Technically though they're all one "shipworld". All ships are really a "shipworld".
Ships are not a dynamic thing unfortunately. I've went into more detail before in previous comments(either here, the other sub-mod, and/or the main mod page) if you're interested to know more.
Yeah you can get the ship back the same way you got it. Deleting the old and letting Starbound generate new. Sorry about your stuff.
The whole "Steam not loading my mods" thing is a real problem. You should be fine right up to the point you actually LOAD your characters if you just exit at that point. But there is the problem - most people don't (and should not be expected to) check their logs before loading their characters.
This probably factors into why FU put "powered by Frackin Universe" on the title screen - so yo have an easy indication things didn't load.
This sort of thing can apparently mess up characters using action bar and inventory mods, or so I've been told. Now while I don't intend to throw "powered by bk3k" on the screen LOL, maybe I or someone else could make a mod that indicates Steam mods are indeed loaded in a similar fashion.
That is a mod for people not using FU (because they have that covered already).
Yes it was the the last one you said that happened. So what you're saying is that I can't get my items back, but I can return my ship to normal by deleting .shipworld? I would of course love to get my items back, but this particular character is quite far along and already has the story completed and tons of credits, so getting new stuff shouldn't be too horribly hard. Of course things like my "you beat the game" thank you card and my starting protectorate uniform are gone forever, but hey, at least I can get the ship back.
You probably joined a vanilla server. The problem being your mod assets(from every mod) are gone upon joining a vanilla server. Items become "perfectlygenericitem". Placed objects disappear (but collisions may remain). It hurts more when those mod objects where containers. Tiles... turn to dirt.
If you didn't join a server, possibly Steam didn't load your mods. Offline mode etc. Or Steam screwing up. Once you load a character without the mods, the mod content is gone.
If you backed up your shipworld and character, you'd be okay but I'm going to guess that isn't the case.
To get a ship back anyhow, you'll have to delete the .shipworld again and you'll get a new one. Well salvage anything from it that you can first.
Actually I need to download ALL the active races again because I wanted to find out who has a custom pet, and add support for it(so their racial pet spawns).
If you happen to have a little info from the elithan mod itself(or any currently unsupported mod), I could add support right away without delay.
1. The mod name. The actual name used in _metadata
2. The race name(s) as used in universe_server.config
3. If they have a custom ship(aside from minor edits like recolors).
and optionally the most fitting (vanilla) ship for that race(s). I lazy default to the human ship otherwise.
How I have it setup, adding support is very easy. Gathering all the data ends up being the real pain.
1. For the pet information. I want custom races to spawn their correct pets by default. Fortunately this doesn't require including assets.
2. Because I'm missing some races at this point. More have come out/been revived since these patches where made.
3. Possible improvements in the races. I didn't necessarily look all that deep anyhow. I was trying to just find the info I needed to support them all.
But maybe I might consider some ships(pending the conditions I stated). If I do get too many ships(shipyard starts getting crowded) then I will expand a new set of bays in to the right of the existing ones.
Adding a mod race's ship means I have to
1. Include the assets it uses(or those without the race mod will crash).
2. Remap their blockKey and edit blockImages as to not conflict with mine.
3. Align everything.
4. Want their ship enough to go through the work.
5. Have permissions in the first place(fine if free use) because #1.
But I have done some work on getting racial pets to spawn at least. Just need to build a list.
Was going to add Avali at least, but that mod is looking at a reboot so I better wait :(
http://community.playstarbound.com/resources/kineptic-race-mod.2264/
I don't believe this was the case when I added them(at least I don't think the mod got moved at that point) and I don't know off hand what's "outdated" about that mod. I don't know enough about race mods in general. But if you're lucky, it's just the ship :P
I'll leave in the support for them anyhow in the event that they do get updated. No reason not to. And if I find the motivation between working on other mods, then I need to add some more races that have come since these patches where first made.
They probably came out(or where updated) after I made the patches. I think I'm behind several races at this point. I'll have to catch up on what I'm missing. But I'm currently working on several mods at once, so it might be a bit before I get to it. However...
It is the researching of all the races that takes longer than actually adding them - so if you happen to know the exact strings for the mod "name" (found in _metadata), and race names(as found in universe_server.config.patch) I can update this in a matter of a few minutes.
I'd also want to know if they have a custom (not recolored or very minor) ship to know which patch would be appropriate to put them in. And what vanilla ship(til I add others) would be most appropriate to start them in(I default to human if not specified).
If you don't know how to get that data - you could ask that race's mod author, or simply wait til I get around to it otherwise.
finally Hathee.
/spawnitem hylotlcaptainschair 1
/admin
As for the chair, I can tell you the object name to spawn one. Which race's captain's chair did you need?
I would love you to make a new mod that make you able to craft the captain's chair.
Thankyou!